ReyalP wrote:There are two corpses close together that you are trying to gib. With your 'fix' it takes you longer to gib them both.Nogen wrote:Does anybody actually deliberately shoot through people? Do you ever shoot at someone EXPECTING your bullets to go through them at hit what is behind them?
If, on your client, the corpses are actually lying on the ground it would be unusual to be able to draw a straight line from your gun through both of the two corpses. (the exception being i suppose when the corpses are right on top of each other).
If, on your client, the target (who is a corpse on the server) is still alive then you would NEVER expect to shoot through them. If you wanted to gib a target behind them then your brain would tell you there was an obstacle in the way and you would adjust your firing position so the the target behind wasn't being obscured.
Yes I agree that there would be some penalty for high pinging players compared to the current situation. But is that current situation currently awarding them unfairly by allowing them to shoot through solid objects that they weren't aiming at? What if the person behind the target is a teammate? They certainly don't want their bullets to go through the solid object then.ReyalP wrote: Imagine there is a corpse between your line of fire, and the person you are trying to kill. With your "fix" it protects them longer, based on your ping.
Notice that both of these cases your "fix" just artificially punishes high pingers.
Consider this also. Higher pinging players can track a target on their client for longer and gib them (at least partially) before they become a corpse on their client. This is already an unfair advantage since they don't need to adjust their crosshair OR "miss" the shots due to the instantaneous hitbox transition. If you have a crossfire situation then the high pinging team can easily kill and gib without needing to ever shoot at "corpse level".
Basically my position is this. Antilag is supposed to put the truth in the hands of the shooter. Something is under your crosshair and you pull the trigger then you score a hit (unless dead at the server when the shots arrived). I think this is a strong ideal to aim for. If players actually expected to be able to shoot through solid objects then it wouldn't be a problem. But players don't. They expect to hit what they are aiming at. If bullets start going through solid objects as some function of ping then thats some randomness that shouldn't exist in the game.
Just thought of this as well:
Add to the fix that limbo'd corpses only block bullets if the target was ALIVE at the client at the time of shooting. This would mean that gibbing two corpses lying on top of each other wouldn't be affected by the fix.